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Get coding. The driver is open source, documentation is available. Yeah, I know, graphics driver development is hard. But hey, I have Ironlake, that driver is even less complete than the Sandy Bridge one.

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Get coding. The driver is open source, documentation is available. Yeah, I know, graphics driver development is hard. But hey, I have Ironlake, that driver is even less complete than the Sandy Bridge one.

Oh gosh, how can I thank you for your helpful suggestion? here's a tip for you:
Get mining, get an Earth map and find gold, if you mine enough you'll find gold and become a billionaire. HTH

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At least you'd have some reasonable expectation of getting something useful if you wrote code, without worrying about getting taxed when you exchanged it for your currency of choice. And in this case you have prior art and experience that's willing to help, whereas if you went mining you likely wouldn't have the tools, experience, or knowledge to do the job, and nobody to help.

You'd be better off mining for quartz anyway, imho.

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OpenGL coding is a nightmare due to the vast diversity of availability of extensions, which is somewhat understandable, but it's hard to find a good technical explanation for why each version of GLSL breaks with previous versions. If you want to write a properly portable OpenGL application, you basically need to rewrite every shader in various versions of GLSL -- there's no difference in features, just in syntax. Sure, newer versions are nicer and cleaner, but the cost of this urge to streamline is huge headaches for us devs.

OpenGL is the best option we have for crossplatform graphics development, but I can't say I love it.